Core (shader): Difference between revisions
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Note:In order for this shader to work properly, it must be used with a
Note:This shader does not exist in engine branches after the Orange Box.
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==Shader Parameters== | ==Shader Parameters== | ||
{{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}} | {{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}} | ||
{{MatParam|$corecolortextureframe| | {{MatParam|$corecolortextureframe|integer|The frame to start an animated <code>$corecolortexture</code> on.}} | ||
{{MatParam|$normalmap|texture}} | {{MatParam|$normalmap|texture}} | ||
{{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | {{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | ||
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{{MatParam|$bumptransform|matrix|Transforms the bump map texture. | {{MatParam|$bumptransform|matrix|Transforms the bump map texture. | ||
{{VMT UVtransform}}}} | {{VMT UVtransform}}}} | ||
{{MatParam| | {{MatParam|$envmap|texture|Adds a cubemap reflection on top of the refraction. | ||
: {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}} | : {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}} | ||
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | {{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | ||
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{{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}} | {{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}} | ||
{{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}} | {{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}} | ||
{{MatParam | {{MatParam|$flowmap|texture|Flowmap to scroll the normal map, which affects the refraction.}} | ||
{{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}} | {{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}} | ||
{{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}} | {{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}} |
Revision as of 09:38, 9 July 2024


Core
is a Pixel shader available in all Source games since
Half-Life 2: Episode One. It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One.

prop_coreball
at the position of (2688,12139,5170). This value is hardcoded into the shader.
Shader Parameters
$corecolortexture
$corecolortextureframe
$normalmap
$dudvmap
$bumpframe
$bumptransform
$envmap
$envmapframe
$envmaptint
$envmapcontrast
$envmapsaturation
$refractamount
$refracttint
$flowmap
$flowmapframe
$flowmapscrollrate
$flowmaptexcoordoffset
Example
The Core material used in Episode One, materials/models/props_combine/core_sheet.vmt
"Core" { "$normalmap" "Models/props_combine/core_normal" "$dudvmap" "Models/props_combine/core_dudv" "$corecolortexture" "models/props_combine/corewarpcolor" "$flowmap" "models/props_combine/core_flow" "$model" 1 "$REFRACTAmOUNT" "0.15" "$FLOWMAPSCROLLRATE" "[.0475 .133]" // "$envmap" "CustomCubeMaps/core" "$envmap" "env_cubemap" "$refracttint" "[0.7 0.7 0.6]" "$envmaptint" "[0.8 0.6 0.6]" "$FLOWMAPTEXCOORDOFFSET" "1.0" "$TempMin" 0 "$TempMax" 1 "core_dx70" { "$fallbackmaterial" "models/props_combine/coredx70" } "core_dx80" { "$normalmap" "dev/water_normal" "$dudvmap" "dev/water_dudv" "$bumptransform" "center .5 .5 scale 5 5 rotate 0 translate 0 0" "$envmapcontrast" "1.0" } "Proxies" { "Sine" { "resultVar" "$FLOWMAPTEXCOORDOFFSET" "sineperiod" 4 "sinemin" "$TempMin" "sinemax" "$TempMax" } "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 29.00 } } }